\section{Motivation for the Project} \label{trends}
Multiplayer games have grown over time. It started with games in the arcades, and then it took off with the introduction of gaming consoles. Ever since consoles such as the Nintendo 64 pioneered the trend of multiple controller ports \citep{multi_controller} (i.e.\ that multiple players could play on the same machine), people have been playing games locally such as \textit{GoldenEye 007} (1997). When online gaming began getting popular in the mid-2000s, many started playing games over the Internet. Here, instead of being in the same physical space, gamers used the Internet to connect to each other. This trend has grown ever since, with the introduction of platforms such as Xbox Live \citep{xboxLive_site} and Steam \citep{steam_site} that facilitate online play. It is easy and convenient to find people to play with over the Internet.

One could argue that the intimacy when playing together in the same room has been lost. \citep{lanParty} conducted a study that looked at the differences between playing computer games online and at LAN parties. It was found that having actual face-to-face presence at something like a LAN event is more gratifying than playing games online. In fact, there has been a trend of going back to the roots of local multiplayer games. Games such as \textit{Wii Sports} (2006), \textit{Castle Crashers} (2008), \textit{TowerFall} (2013), \textit{FORCED} (2013), \textit{Sportsfriends} (2014) and the \textit{LEGO} games (2007-) encourage gameplay where you are located in the same physical space with other people. Even though the majority of games and game consoles focus on online play, some games have chosen to focus on offline multiplayer where you play together with friends in the same room. This type of games are often called \textit{local multiplayer games} or \textit{couch games}.

Yowan Langlais, cofounder of Juicy Beast, the developer behind \textit{Knightmare Tower} (2013),  hits the nail on the head when he describes why he prefers local multiplayer gaming: 
\begin{fancyquotes}
"We also prefer the social side of local multiplayer. It makes you react to how others play the game; it also makes you exclaim yourself and laugh. We really think the mood and ambiance while playing a local multiplayer game is much more memorable. This is probably the reason why players gather under the same roof to participate to all those e-sports events even if they can be played online." - \textbf{Yowan Langlais} \citep{couch_gaming_play}.
\end{fancyquotes}

A game that focuses solely on local play is \textit{Hidden in Plain Sight} (2013). Its developer, Adam Spragg, states:

\begin{fancyquotes}
"By far, the most requested item I get is adding online play. I fully realize that it's hard to get people together into the same room to play, and it's something that I've seriously considered. But there are two reasons against it. [I] really feel that HIPS is a game that needs to be played in the same room as your friends/opponents. There is a lot of bragging and meta-gaming. If you were in a room, playing by yourself online, it just wouldn't have the same feel." - \textbf{Adam Spragg} \citep{hips_interview}
\end{fancyquotes}

A similar case is \textit{TowerFall} --- a game that, together with \textit{Hidden in Plain Sight}, has been a great inspiration for this project. Matt Thorson, its developer, talks about how games are meant to bring people together. Even though it might be a better choice commercially to focus on online play, he still sees justification of having local game experiences:
\begin{fancyquotes}
"Video games are just a part of normal social interaction for me ... So it felt natural to design a game centered around same-room social play and spectating. We're people who grew up forming friendships around GoldenEye and Smash Bros. Now we're hosting parties as adults, and we want something to play." - \textbf{Matt Thorson} \citep{couch_gaming_play}
\end{fancyquotes}

Even though most modern games focus on online play, there are, as shown with the above examples, still a selection of games that let players have fun together in the same physical space \citep{tf_return}. An element in local multiplayer games which is seldom seen, is players having individual information, also known as \textit{asymmetric information}. This is especially true when the game is centred around a single screen such as in couch games.For this reason, it is difficult to mediate information to individual players, thereby limiting what types of gameplay that can be implemented. \citep{patternsInGameDesign} mention that:
\begin{fancyquotes}
"Asymmetric Information often leads to gameplay based on Bluffing, Betrayal, and guessing, features that quite well describe many of the card games based on unequal information distribution, such as Poker, as well as other games with Bidding and Negotiation." - \textbf{\cite{patternsInGameDesign}}
\end{fancyquotes}

Since \citep{patternsInGameDesign} describe this as being present in many card games, it would be interesting to investigate how this concept can translate to the world of videogames.

%Many games make use of \textit{asymmetric gameplay}, e.g. in a fighting game where different characters have different abilities. One element that is more rare in digital multiplayer games is  \textit{asymmetric information}, and has therefore been chosen to be a key focus area for this project.

%In our opinion, there are not enough of these types of games, which is why we've chosen to focus on a local multiplayer game for this project where players are gathered around a single screen. We believe that local multiplayer games can bring a richer gameplay experience compared to playing games online.

%\cite{patternsInGameDesign} ends off the section on asymmetric information with the following description: \textit{"Asymmetric Information often leads to gameplay based on Bluffing, Betrayal, and guessing, features that quite well describe many of the card games based on unequal information distribution, such as Poker, as well as other games with Bidding and Negotiation."} Since \cite{patternsInGameDesign} mentions this as being present in many card games, it would be interesting to investigate how this concept can translate to videogames.